SPRINGBOARD ADVENTURES Getting the most from your campaign book

Princes of the Apocalypse is a 256-page Apocalypse’s particular sandbox nature — you adventure book, providing dungeon masters with didn’t even use most of it. a wonderful array of tools for a campaign that pits Your group of players might have pursued a the player characters against the cults of the Elder single elemental cult and ignored the three others. Elemental Eye, all set in the ’ Or maybe they left huge areas of the Dessarin Dessarin Valley. Valley unexplored. Even after using it to take the PCs on a voyage Why leave that stuff on the cutting room from 1st-level adventurers to champions capable floor? Pick it up and find new uses for it. of vanquishing one of the elemental princes, this Princes of the Apocalypse is loaded with campaign book has utility. potential for replay. You could lead your players There’s a lot here. Pages and pages of against another elemental cult or craft a whole adventure. Chances are, as DM, you didn’t use all new threat for them to overcome. This mini- of it. It’s possible — because of Princes of setting of the Dessarin Valley is rich with Sampleadventure potential. file

Page !3 assembling the toolkit

What are Springboard Adventures? Simply put, you take a theme from an unexplored aspect of a published adventure and build additional adventures from it. You might also pair it with another supplement, such as the Sword Coast Adventurer’s Guide or Volo’s Guide to Monsters, and find more ways to enrich the sandbox. The hobby has a long tradition of replay. A whole generation of dungeon masters once took adventures such as Keep on the Borderlands, The Isle of Dread and Castle Amber and mined their contents again and again. And most of those modules were no larger than 32 pages. In a similar manner, Princes of the Apocalypse is itself a re-imaging of earlier adventures. It’s an homage to the classic The Temple of Elemental Evil and its successor Return to the Temple of Elemental Evil. The approach by early DMs to make the most of those modules’ component parts and using them to launch new adventures remains tried and true today. 4 Steps to Springboard Preparation

There are four steps DMs can take to preparing to reuse Princes of the Apocalypse. They are: Step 1: Take Inventory of Unused Adventure Elements salt the area with a new group of monsters or Review your copy of the adventure, noting change the terrain with a different hazard. encounters and adventure locations that were not Sometimes just adding a locked door makes it used during the course of your initial play. different enough to alter players’ perceptions of The list does not limit your planning for a the location. Samplenew adventure. Certainly you can re-use elements Having a list of unused locations,file though, from before. Sometimes all that is required is to makes it easy to assembly them, like a jigsaw

Page !4 puzzle or a set of interlocking toy building bricks, Some DMs like to make their own, a practice into a new adventure. The advantage of using I wholeheartedly recommend. these components, though, is the strong It’s not so much than I’m recommending likelihood they present an appropriate challenge DMs run their adventures entirely off to player characters of a given level of experience randomized charts. I’m not (again, though, it can and that they fit thematically. be a fun experience). There is a chart provided in this section that The real purpose in generating such a chart can aid in making this inventory. is to get you, as the adventure creator, to give Step 2: Make a Survey of Maps some thought to types and kinds of monsters and It’s useful to have a list of encounter and npcs that make thematically appropriate location maps and their page numbers. As you encounters. Are the monsters you’ve listed going create a new adventure upon the bones of the to advance the story? Are they going to challenge old, it’s just helpful to have this reference. It the party in that context? Answer yes to both and reduces page turning. you’re a DM with chops! As you compile the list of maps, especially those that are dungeon locations, start thinking about how they can be reused as something else. For example, could the Featherscale Spire map on page 47 be used as something else? Perhaps there is a wizard’s tower built on the same plan. Maybe the knights of Summit Hall use such a tower for training. It’s possible Helvenblade House has such a tower that can serve as the PCs’ base of operations. Look at each of the maps presented in the adventure and consider new uses for them. After all, isn’t that what home buyers and store owners do when they inspect a property for purchase — imagine how it might be used for a new purpose? Step 3: Make a Survey of Monsters and Encounters In some adventures, this requires reviewing the entire work to find stats and references about monsters unique or critical to the adventure. Thankfully, much of this is already provided. Chapter 7: Monsters and Magic Items has a list of monsters and NPCs and their challenge ratings. From lowly goons to elemental princes, it’s all there. Bookmark this page; it’s a treasure. Step 4: Make a Survey of Encounter Charts This last step is optional. Some DMs like having encounter charts handy. This adventure has several, such as those found on pages 29 and 30 detailing random monsters that might be encountered while exploring the valley. They Samplecome in handy, especially when trying to come file up with a thematically appropriate monster.

Page !5 Inventory of Unused Components

Item Page Possible use

Sample file

Page !6 Random Encounter Planner

Roll Creature (s) Number appearing

Sample file

Page !7 New campaign ideas

Once you’ve assembled all the component in other starting spots, and a few suggest different parts, it’s time to build something new. What types of adventuring parties. follows are some suggestions for running a slightly These are only suggestions. Feel free to mix different campaign in the Dessarin Valley. Some of and match any and all as you present your new themSample involve new monsters, some put adventurers adventure to your players. file

Page !8 Approach No. 1 New starting point

In these examples, the threat remains relatively the same. One or more of the elemental cults is (again) a threat to the region. But instead of the adventure taking place in Red Larch, let’s position the player characters in a different location. Where the PCs are based can have an effect on how they meet the challenge. Consider these options:

Beliard Using this hub of three intersecting cattle- driving trails has the advantage of putting the adventurers within close proximity to the four Haunted Keeps of the Sumber Hills that the elemental cults are using as a base. Defending the simple villagers from machinations of the elemental cults is the most straightforward use of the locale. The village is home to many retired bodyguards and mercenaries from . This is a opportunity for the players to portray characters of great depth and hard-won wisdom. These are men and women with a history of violence and misdeeds who desire only to be free of “the life.” Perhaps conscience calls them to action. It also is an opportunity for them to confront evil on their own terms, rather than spill blood at the command of their employers —probably the source of many nightmares and regrets. Having the adventurers be retirees of this Ever present in Beliard is the influence felt sort is a great foundation for a “last hurrah” by the town’s cattle barons. If you need story campaign. (Think of the western film ideas on how cattle barons can be a thorn in the “Unforgiven” about aging gunfighters or the side of heroes in a frontier town, consult any novel“The Man in the Iron Mask,” when the movie in the cowboy genre, such as “Silverado” three musketeers are older, wiser but have been or “The Man Who Shot Liberty Valance.” They pulled apart by events in the intervening years.) are likely motivated by greed, a desire to protect Old comrades, or even better, former rivals who their interests against one another or against any respect each others’ abilities, come together in farmers who irritatingly erect fence posts, and their advanced age to confront the growing who feel the impulse to demonstrate their threat. Even as they attempt to do good, their swagger with displays of wealth and authority. black reputations may hinder their efforts and Ultimately, the barons might unwittingly aid the there might always be a level of tension or elemental cults, their desire for a quick fortune Samplemistrust among the party members. Some old making them vulnerable to manipulationfile by scars never heal. villains who care only for destruction.

Page !9 boats encounter each of the four Haunted Keeps Yartar along the shore of the Dessarin River, combating The fortified city, the most northern wagon the cults within. crossing over the Dessarin River, has the benefit By the time their boats reach Womford, the of providing a map of the town (p. 177) and two adventurers will have a tale to tell, not to strong story hooks: mention the means to mop up the remnants of > A mission to rescue kidnapped Yartarrans the Cult of the Crushing Wave sheltering in the from the Temple of Howling Hatred; village’s dockside community. > Immersion into the town’s character as a den for smugglers, thieves and spies in the side quest, “Dark Dealings in Yartar.” Helvenblade House The town’s location just above the confluence The stronghold of the noble Silmerhelves of the River Surbrin and the Dessarin River family provides a secure base from which makes it ideal as the starting point for a river trek adventurers can operate. It also serves as the adventure, ala “Deliverance” or the less-horrific perfect location for a “call to arms” campaign. In but more socially conscious “The Adventures of this case, a powerful but mysterious patron — the Huckleberry Finn.” In this motif, the adventurers “family ghost” who is the bronze dragon —hard-bitten “city folk” of Yartar — embark on a Umsheryoth — assembles a “dream team” of “fish out of water” river journey down the champions that is the player characters. The Dessarin, perhaps on a lark, perhaps at the threat is well known to the dragon, but not its full request of Waterbaron Nestra Ruthiol. They extent. It can guide and direct, but not act. That must either develop wilderness survival skills or responsibility falls to the PCs. perish on this journey. The manor’s proximity to both Kryptgarden After few close calls to test their mettle in the Forest and the village of Westbridge should Dessarin Hills, things pick up once they cross provide the PCs with even more resources. The Sampleunder the Stone Bridge. This is the demarcation household itself can provide aid.file For whatever point, from this point they become enmeshed in deficiency the adventuring group lacks, surely the dark affairs of the elemental cult. Their river the Silmerhelves have a cousin or retainer in

Page !10 Waterdeep (or better yet, one visiting as part of a might be sufficient for the party to begin its seasonal sabbatical) who is capable of filling the investigations of the Sumber Hills. missing role. It is simply a matter of asking. The manor provides a safe place from which The tone of this campaign will feel familiar to to mount expeditions into the areas held by the fans of super-heroes or the Carolingian cult. In an adventure of this nature, though, the Romances. The manor can serve as a base, like manor should not remain unmolested for the the Hall of Justice or the Charlemagne’s fortress duration. After the PCs have disrupted the plans at Aix-la-Chapelle, from which the good guys in of one or more of the cults, the cultists will shining attire go forth to do battle. employ one of the bronze dragon’s foes to lay The story hooks from nearby Westbridge (p. siege to the place. Kryptgarden Forest’s ancient 38) detailing the abductions of Oric and Lathna green dragon Old Gnawbone is a good candidate, Sampleand the field shield dwarf prospector Wulgreda as is the lich Renwick Caradoon file who resides in the Sacred Stone Monastery.

Page !11 Approach No. 2 Cultists in a different guise

The elemental cults continue to be the foils for the player characters, but their evil manifests in the form of more monstrous devotees of the elemental powers. Consider these options:

Genies The genies who ruled as despots over Calimport before being overthrown have found new purposes in the elemental cults. Having relocated to this northern frontier, they hope to establish sultanates from their bases in the Sumber Hills. Along with their genasi servitors, they are a formidable threat. The genie associations are: Earth: Dao (CR 11) Fire: Efreeti (CR 11) Air: Djinni (CR 11) Water: Marid (CR 11) To create genesi servitors, each of their respective traits — such as mingle with the wind, merge with stone, rich to the blaze and call to the wave — can be applied to the nonplayer characters from the ’s Appendix B. They will have at their command the various mephits (CR 1/4 to 1/2), elementals (CR 5) and elemental myrmidons (CR 7). Unlike the cults, the genies can’t keep their intentions secret. It won’t take long for their arrogance to show. Displays of their power and reach will be evident throughout the region. Giants In this scenario, the giants assert their claim to as heirs of the elemental powers, aided by hags and other spell weavers who prophesied their ascendancy. The giants who adopt the aims of the elemental cults are enticed by stories that say this will enable them to gain primacy over their ancient Sampleenemies, . file The giant associations are:

Page !12 Earth: stone giants (CR 7) and annis hag (CR 6, Volo’s Guide to Monsters) or green hag (CR 3) Scaly kind Fire: fire giants (CR 9) and evoker (CR 9, Ancient dragons are unlikely to be seduced Volo’s Guide to Monsters) by the power represented by the elemental Air: cloud giants (CR 9) and harpy (CR 1) or princes. But young and adult dragons would be night hag (CR 5) susceptible, especially, if in their arrogance they Water: frost giants (CR 8) and sea hag (CR believe themselves to be more powerful than 2) or kraken priest (CR5, Volo’s Guide to elemental powers themselves. Monsters) Earth: Blue In this configuration, grimlocks, hill giants, Fire: Red ogres, ettins and fomorians are used with equal Air: White brutality by each of the dominant giant races. Water: Black Only the storm giants are above this fray, but In addition to kobolds, dragonkin, nagas and might be enticed to intervene if it appears yuanti who are alike in color, the dragons would smallfolk are on the verge of victory. have a host of elemental-aligned allies. They might include troglodytes (earth), lizardfolk or sahuagin (water), salamanders (fire) and winged kobolds or evil-aligned avariel (winged elves) Sample(air). file

Page !13 advising or aiding the main forces of the civilized races that form armies of their own. DMs should Approach No. 3 look at the map of the Dessarin Valley, Adversaries of another sort pinpointing “good ground” that adventurers might scout out so they can make a stand. The elemental cults were a great adversaries Three likely monstrous armies: for the player characters. But there is more to the . Inspired to out of fear and respect Dessarin Valley than cultists run amok. Red for Gruumsh, the orcs of the Sword Mountains Larch is a crossroads, and all sorts of folk pass will gather under a powerful, charismatic leader, through. Some have evil intent. swarm across the Stone Bridge and pour into Beliard. Orcs are consummate raiders. But if they feel they have satisfied their gods or scored On the March enough loot, they might reason it is time to return In this approach, the Dessarin Valley serves to the mountains. as a fertile landscape that a monstrous army Goblinoids. A hobgoblin captain who wants to pillage as it advances toward the coast, inspires with disciplined success has secretly either toward Neverwinter in the north or trained and equipped a force in the winding Waterdeep toward the south. In either event, the forgotten wilderness of the Dessarin Hills. The army will cut across country to attack Beliard, hobgoblins use strategy and tactics in their take a path that lets them raid Red Larch, and warfare, but they are limited in the types of then turn south again toward its ultimate prize, troops they can amass, as goblins are hard to the fields of golden barley and grain at keep in good order and bugbears, while cruel and Goldenfields. shifty, are also notoriously lazy. The hobgoblin SampleThe PCs can take part in this war campaign, captain’s aims are incremental, file advancing their defending settlements, gaining in subterfuge, force and taking what they can before executing

Page !14 an orderly retreat. Any city the captain takes, Maybe they saw how the elemental princes however, they intend to hold. failed and sense an opportunity. Gnolls. This ravening horde forms from Regardless, some angels now occupy those packs that have come together just south of same temples once devoted to elemental cults. where the Dessarin River and Jundar’s Pass They have established their own religious intersect. This is a chaotic, rampaging set of orders. It might not even be clear what some of unaligned warbands of various strength. There their ambitions are. Though, as fallen angels, it is some demonic compulsion urging them forth is well possibly that satisfying all the delights of toward Beliard, but more importantly, toward flesh and form that were denied them before is the rich prize that is Goldenfields. A cunning now their current occupation. pack lord goes from warband to warband, Perhaps they even have a forewarning of the whipping them into a frenzy and sending them next cataclysm, and thinking that if civilization out to feed. The bands are aided by ghouls, is to survive, then it is is up to them to bring hyenas, leucrottas, trolls and a host of demons order to the mortal existance. who serve as captains for reluctant packs. One possible outcome is that as the campaign progresses and the fallen angels find themselves on the cusp of victory, the elemental Fallen angels princes return en masse. Now the PCs must join Groups that want to keep their high-level forces with one or the other to rid themselves of characters from an earlier game and stay in the the planar masters they think the most vicinity might find this adventure appealing. dangerous and destructive. Or, hopefully, they All is not well in the heavens above. Some remind the angels of their sacred duty and point Sampleangels have rebelled. Maybe they think the out that the path of redemption file is open to them. higher powers are ignoring events on Faerun.

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